custom sizes does have a hash here:Don't go changing your mod on account of mine, cephalo. I'll just use standard map sizes or some other workaround. I didn't mean to rain on the parade of this mod's release with this issue.
Although I am flabbergasted why YNAMP works for me and not you with PW6...So weird man.
@Gedemon - Any idea what's going on here?![]()
> for row in GameInfo.Maps() do print(row.MapSizeType, row.Hash) end
Map Script: MAPSIZE_DUEL 388991850
Map Script: MAPSIZE_TINY -601637951
Map Script: MAPSIZE_SMALL -1837222328
Map Script: MAPSIZE_STANDARD -2055278946
Map Script: MAPSIZE_LARGE -1101990427
Map Script: MAPSIZE_HUGE 370405108
Map Script: MAPSIZE_SMALL21 1270126241
Map Script: MAPSIZE_STANDARD21 350140894
Map Script: MAPSIZE_LARGE21 1383131937
Map Script: MAPSIZE_HUGE21 -1949521506
Map Script: MAPSIZE_ENORMOUS -669351999
Map Script: MAPSIZE_ENORMOUS21 -1359673613
Map Script: MAPSIZE_GIANT -1457100151
Map Script: MAPSIZE_LUDICROUS -1575656048
Map Script: MAPSIZE_OVERSIZED -294316469
Map Script: ynAMP Options: Culturally Linked = true, TSL = false, Exclusion Zones = false, Requested Resources = false, Real Deposits = false, Place All Luxuries = false
Map Script: Loading YnAMP functions ...
Map Script: Replacing ResourceBuilder.CanHaveResource by YnAMP_CanHaveResource...
Map Script: width and height 96 48
GenerateRandomMap: Map Seed = 1227711994
Map Script: Generating PerfectWorld6 Map
Map Script: Creating initial map data - PerfectWorld6
Map Script: map size: width=96, height=48
Is it just me, or have you left out support for reefs?
No, it may crash on load for larger map (AFAIK no computer can handle "reveal all" on maps above 200x100, and Giant is 180x90 which gives 207x104 after applying the 1.15 multiplier of PW), but the game does try to generate a map of that size.So Gedemon, are you not experiencing the size issue at all?
I actually am seeing reefs a long the coast, but I didn't put them there. Seems like there could be more also. Are they a 'feature'? Did they come with the expansion?
Pfeffersack, in the other thread you mentioned you liked to use Larger Map Sizes, so if you were having a problem before, I just updated the mod and it will work with PW6.
Great map script, but will this beautiful map script work with vanilla Civ or is Rise and fall expansion required ?
One thing you could do to fix the production imbalance is bias plains versus grass based on altitude rather than latitude: give hills a higher chance of grass, and flat tiles a higher chance of plains. That way you have hills with more food, and flat tiles with more production.This is actually a very easy change to make. In Civ5 I just couldn't stand the way jungle looked on plains. I needed my jungles to look wet, like it rained a lot. I will experiment with this and certainly I can make it a tweakable option.
Philosophically, do you think it's a bad thing to starve the equator of production?
Civ is funny in this regard. In the real world, what would be the difference between plains and grassland? I picture plains as being more dry, but really its an absurd differentiation.
EDIT: Annnnd... welcome to Civfanatics!